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Brutalist Adventure Game Design

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Consider this a manifesto of sorts. Inspired by brutalist architecture and the development of brutalist web design , I want to get the ball rolling on the Brutalist Manifesto for adventure game design. I consider these to be principles to strive for, but not dogmatically adhere to.   Image generated with Midjourney. Usability Functionality First The form, text and presentation should be functional. They should be usable for the players at the table. The form should be practical and easy to arrange on the table. The text should be concise and easy to read and reference. The presentation should convey information that reduces the need for text. Material-Adaptive The game should function well in any format—printed, online, or hand-written. Whether players are using graph paper or a digital tablet, the game should adapt to their needs. This can mean supplying character sheets for physical play and online play. Consider the environmental impact when designing physical components. Ease of R